From c1393fb3a22eaebd17867957577d93aaa40336fe Mon Sep 17 00:00:00 2001 From: PsiOmega Date: Thu, 13 Nov 2014 11:42:26 +0100 Subject: [PATCH] Relocates lasercolor snowflakes. Relocates some of the laser tag assessment code into more relevant areas. Portable turrets are no longer considered fully emagged while in lethal mode. Affects target assessment. Fixes an issue with turret control windows not refreshing. --- baystation12.dme | 1 + code/game/jobs/access.dm | 78 +----- code/game/machinery/bots/secbot.dm | 42 ++- code/game/machinery/machinery.dm | 51 +--- code/game/machinery/portable_tag_turret.dm | 128 +++++++++ code/game/machinery/portable_turret.dm | 286 +++++++++------------ code/game/machinery/turret_control.dm | 34 ++- 7 files changed, 327 insertions(+), 293 deletions(-) create mode 100644 code/game/machinery/portable_tag_turret.dm diff --git a/baystation12.dme b/baystation12.dme index d13c5536497..8cca12d06b2 100644 --- a/baystation12.dme +++ b/baystation12.dme @@ -325,6 +325,7 @@ #include "code\game\machinery\newscaster.dm" #include "code\game\machinery\OpTable.dm" #include "code\game\machinery\overview.dm" +#include "code\game\machinery\portable_tag_turret.dm" #include "code\game\machinery\portable_turret.dm" #include "code\game\machinery\recharger.dm" #include "code\game\machinery\rechargestation.dm" diff --git a/code/game/jobs/access.dm b/code/game/jobs/access.dm index 8441ab790be..0dc946aa167 100644 --- a/code/game/jobs/access.dm +++ b/code/game/jobs/access.dm @@ -417,76 +417,20 @@ /proc/get_all_centcom_jobs() return list("VIP Guest","Custodian","Thunderdome Overseer","Intel Officer","Medical Officer","Death Commando","Research Officer","BlackOps Commander","Supreme Commander") -//gets the actual job rank (ignoring alt titles) -//this is used solely for sechuds -/obj/proc/GetJobRealName() - if (!istype(src, /obj/item/device/pda) && !istype(src,/obj/item/weapon/card/id)) - return - - var/rank - var/assignment - if(istype(src, /obj/item/device/pda)) - if(src:id) - rank = src:id:rank - assignment = src:id:assignment - else if(istype(src, /obj/item/weapon/card/id)) - rank = src:rank - assignment = src:assignment - - if( rank in joblist ) - return rank - - if( assignment in joblist ) - return assignment - - return "Unknown" - -//gets the alt title, failing that the actual job rank -//this is unused -/obj/proc/sdsdsd() //GetJobDisplayName - if (!istype(src, /obj/item/device/pda) && !istype(src,/obj/item/weapon/card/id)) - return - - var/assignment - if(istype(src, /obj/item/device/pda)) - if(src:id) - assignment = src:id:assignment - else if(istype(src, /obj/item/weapon/card/id)) - assignment = src:assignment - - if(assignment) - return assignment - - return "Unknown" +proc/GetIdCard(var/mob/living/carbon/human/H) + if(H.wear_id) + var/id = H.wear_id.GetID() + if(id) + return id + if(H.get_active_hand()) + var/obj/item/I = H.get_active_hand() + return I.GetID() proc/FindNameFromID(var/mob/living/carbon/human/H) ASSERT(istype(H)) - var/obj/item/weapon/card/id/C = H.get_active_hand() - if( istype(C) || istype(C, /obj/item/device/pda) ) - var/obj/item/weapon/card/id/ID = C - - if( istype(C, /obj/item/device/pda) ) - var/obj/item/device/pda/pda = C - ID = pda.id - if(!istype(ID)) - ID = null - - if(ID) - return ID.registered_name - - C = H.wear_id - - if( istype(C) || istype(C, /obj/item/device/pda) ) - var/obj/item/weapon/card/id/ID = C - - if( istype(C, /obj/item/device/pda) ) - var/obj/item/device/pda/pda = C - ID = pda.id - if(!istype(ID)) - ID = null - - if(ID) - return ID.registered_name + var/obj/item/weapon/card/id/C = GetIdCard(H) + if(C) + return C.registered_name proc/get_all_job_icons() //For all existing HUD icons return joblist + list("Prisoner") diff --git a/code/game/machinery/bots/secbot.dm b/code/game/machinery/bots/secbot.dm index f6140d91029..84f3efb167f 100644 --- a/code/game/machinery/bots/secbot.dm +++ b/code/game/machinery/bots/secbot.dm @@ -260,6 +260,12 @@ Auto Patrol: []"}, src.mode = 0 walk_to(src,0) + // We re-assess human targets, before bashing their head in, in case their credentials change + if(target && istype(target, /mob/living/carbon/human)) + var/threat = src.assess_perp(target, idcheck, check_records) + if(threat < 4) + target = null + if(target) // make sure target exists if(!lasercolor && Adjacent(target)) // If right next to perp. Lasertag bots do not arrest anyone, just patrol and shoot and whatnot if(istype(src.target,/mob/living/carbon)) @@ -643,7 +649,7 @@ Auto Patrol: []"}, continue if(istype(C, /mob/living/carbon/human)) - src.threatlevel = src.assess_perp(C, idcheck, check_records, lasercolor) + src.threatlevel = src.assess_perp(C, idcheck, check_records) else if(istype(M, /mob/living/simple_animal/hostile)) if(M.stat == DEAD) @@ -669,6 +675,40 @@ Auto Patrol: []"}, else continue +/obj/machinery/bot/secbot/on_assess_perp(mob/living/carbon/human/perp) + if(lasercolor) + return laser_check(perp, lasercolor) + + var/threat = 0 + threat -= laser_check(perp, "b") + threat -= laser_check(perp, "r") + + return threat + +/obj/machinery/bot/secbot/proc/laser_check(mob/living/carbon/human/perp, var/lasercolor) + var/target_suit + var/target_weapon + var/threat = 0 + //Lasertag turrets target the opposing team, how great is that? -Sieve + switch(lasercolor) + if("b") + target_suit = /obj/item/clothing/suit/redtag + target_weapon = /obj/item/weapon/gun/energy/laser/redtag + if("r") + target_suit = /obj/item/clothing/suit/bluetag + target_weapon = /obj/item/weapon/gun/energy/laser/bluetag + + if((istype(perp.r_hand, target_weapon)) || (istype(perp.l_hand, target_weapon))) + threat += 4 + + if(istype(perp, /mob/living/carbon/human)) + if(istype(perp.wear_suit, target_suit)) + threat += 4 + if(istype(perp.belt, target_weapon)) + threat += 2 + + return threat + /obj/machinery/bot/secbot/is_assess_emagged() return emagged == 2 diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm index 3f08862d9a1..c7d6db50691 100644 --- a/code/game/machinery/machinery.dm +++ b/code/game/machinery/machinery.dm @@ -316,7 +316,7 @@ Class Procs: /obj/machinery/proc/is_assess_emagged() return emagged -/obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/auth_weapons, var/check_records, var/lasercolor) +/obj/machinery/proc/assess_perp(mob/living/carbon/human/perp, var/auth_weapons, var/check_records) var/threatcount = 0 //the integer returned if(is_assess_emagged()) @@ -326,56 +326,27 @@ Class Procs: if(threatcount >= 10) return threatcount + //Agent cards lower threatlevel. + var/obj/item/weapon/card/id/id = GetIdCard(perp) + if(id && istype(id, /obj/item/weapon/card/id/syndicate)) + threatcount -= 2 + if(auth_weapons && !src.allowed(perp)) if(istype(perp.l_hand, /obj/item/weapon/gun) || istype(perp.l_hand, /obj/item/weapon/melee)) - if(!istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/bluetag) \ - && !istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/redtag) \ - && !istype(perp.l_hand, /obj/item/weapon/gun/energy/laser/practice)) - threatcount += 4 + threatcount += 4 if(istype(perp.r_hand, /obj/item/weapon/gun) || istype(perp.r_hand, /obj/item/weapon/melee)) - if(!istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/bluetag) \ - && !istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/redtag) \ - && !istype(perp.r_hand, /obj/item/weapon/gun/energy/laser/practice)) - threatcount += 4 + threatcount += 4 if(istype(perp.belt, /obj/item/weapon/gun) || istype(perp.belt, /obj/item/weapon/melee)) - if(!istype(perp.belt, /obj/item/weapon/gun/energy/laser/bluetag) \ - && !istype(perp.belt, /obj/item/weapon/gun/energy/laser/redtag) \ - && !istype(perp.belt, /obj/item/weapon/gun/energy/laser/practice)) - threatcount += 2 + threatcount += 2 if(perp.dna && perp.dna.mutantrace && perp.dna.mutantrace != "none") threatcount += 2 - - //Agent cards lower threatlevel. - if(perp.wear_id && istype(perp.wear_id.GetID(), /obj/item/weapon/card/id/syndicate)) - threatcount -= 2 - - if(lasercolor == "b")//Lasertag turrets target the opposing team, how great is that? -Sieve - threatcount = 0//They will not, however shoot at people who have guns, because it gets really fucking annoying - if(istype(perp.wear_suit, /obj/item/clothing/suit/redtag)) - threatcount += 4 - if((istype(perp.r_hand,/obj/item/weapon/gun/energy/laser/redtag)) || (istype(perp.l_hand,/obj/item/weapon/gun/energy/laser/redtag))) - threatcount += 4 - if(istype(perp.belt, /obj/item/weapon/gun/energy/laser/redtag)) - threatcount += 2 - - if(lasercolor == "r") - threatcount = 0 - if(istype(perp.wear_suit, /obj/item/clothing/suit/bluetag)) - threatcount += 4 - if((istype(perp.r_hand,/obj/item/weapon/gun/energy/laser/bluetag)) || (istype(perp.l_hand,/obj/item/weapon/gun/energy/laser/bluetag))) - threatcount += 4 - if(istype(perp.belt, /obj/item/weapon/gun/energy/laser/bluetag)) - threatcount += 2 - if(check_records) var/perpname = perp.name - if(perp.wear_id) - var/obj/item/weapon/card/id/id = perp.wear_id.GetID() - if(id) - perpname = id.registered_name + if(id) + perpname = id.registered_name var/datum/data/record/R = find_record("name", perpname, data_core.security) if(!R || (R.fields["criminal"] == "*Arrest*")) diff --git a/code/game/machinery/portable_tag_turret.dm b/code/game/machinery/portable_tag_turret.dm new file mode 100644 index 00000000000..fa4e75bfc5a --- /dev/null +++ b/code/game/machinery/portable_tag_turret.dm @@ -0,0 +1,128 @@ +#define TURRET_PRIORITY_TARGET 2 +#define TURRET_SECONDARY_TARGET 1 +#define TURRET_NOT_TARGET 0 + +/obj/machinery/porta_turret/tag + // Reasonable defaults, in case someone manually spawns us + var/lasercolor = "r" //Something to do with lasertag turrets, blame Sieve for not adding a comment. + installation = /obj/item/weapon/gun/energy/laser/redtag + +/obj/machinery/porta_turret/tag/red + +/obj/machinery/porta_turret/tag/blue + lasercolor = "b" + installation = /obj/item/weapon/gun/energy/laser/bluetag + +/obj/machinery/porta_turret/tag/New() + ..() + icon_state = "[lasercolor]grey_target_prism" + +/obj/machinery/porta_turret/tag/weapon_setup(var/obj/item/weapon/gun/energy/E) + switch(E.type) + if(/obj/item/weapon/gun/energy/laser/bluetag) + eprojectile = /obj/item/weapon/gun/energy/laser/bluetag + lasercolor = "b" + req_access = list(access_maint_tunnels, access_theatre) + check_records = 0 + auth_weapons = 1 + stun_all = 0 + check_anomalies = 0 + shot_delay = 30 + + if(/obj/item/weapon/gun/energy/laser/redtag) + eprojectile = /obj/item/weapon/gun/energy/laser/redtag + lasercolor = "r" + req_access = list(access_maint_tunnels, access_theatre) + check_records = 0 + auth_weapons = 1 + stun_all = 0 + check_anomalies = 0 + shot_delay = 30 + iconholder = 1 + +/obj/machinery/porta_turret/tag/interact(mob/user) + var/dat + + if(istype(user,/mob/living/carbon/human)) + var/mob/living/carbon/human/H = user + if(lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag)) + return + if(lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag)) + return + dat += text({" + Automatic Portable Turret Installation

+ Status: []
"}, + + "[on ? "On" : "Off"]" ) + + + user << browse("Automatic Portable Turret Installation[dat]", "window=autosec") + onclose(user, "autosec") + return + +/obj/machinery/porta_turret/tag/update_icon() + if(!anchored) + icon_state = "turretCover" + return + if(stat & BROKEN) + icon_state = "[lasercolor]destroyed_target_prism" + else + if(powered()) + if(on) + if(iconholder) + //lasers have a orange icon + icon_state = "[lasercolor]orange_target_prism" + else + //almost everything has a blue icon + icon_state = "[lasercolor]target_prism" + else + icon_state = "[lasercolor]grey_target_prism" + else + icon_state = "[lasercolor]grey_target_prism" + +/obj/machinery/porta_turret/tag/bullet_act(obj/item/projectile/Proj) + ..() + + if(lasercolor == "b" && disabled == 0) + if(istype(Proj, /obj/item/weapon/gun/energy/laser/redtag)) + disabled = 1 + del(Proj) // qdel + sleep(100) + disabled = 0 + if(lasercolor == "r" && disabled == 0) + if(istype(Proj, /obj/item/weapon/gun/energy/laser/bluetag)) + disabled = 1 + del(Proj) // qdel + sleep(100) + disabled = 0 + +/obj/machinery/porta_turret/tag/assess_living(var/mob/living/L) + if(!L) + return TURRET_NOT_TARGET + + if(L.lying) + return TURRET_NOT_TARGET + + var/target_suit + var/target_weapon + switch(lasercolor) + if("b") + target_suit = /obj/item/clothing/suit/redtag + target_weapon = /obj/item/weapon/gun/energy/laser/redtag + if("r") + target_suit = /obj/item/clothing/suit/bluetag + target_weapon = /obj/item/weapon/gun/energy/laser/bluetag + + + if(target_suit)//Lasertag turrets target the opposing team, how great is that? -Sieve + if((istype(L.r_hand, target_weapon)) || (istype(L.l_hand, target_weapon))) + return TURRET_PRIORITY_TARGET + + if(istype(L, /mob/living/carbon/human)) + var/mob/living/carbon/human/H = L + if(istype(H.wear_suit, target_suit)) + return TURRET_PRIORITY_TARGET + if(istype(H.belt, target_weapon)) + return TURRET_SECONDARY_TARGET + + return TURRET_NOT_TARGET \ No newline at end of file diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index 4701669b24f..94dbd8b611d 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -3,10 +3,6 @@ This code is slightly more documented than normal, as requested by XSI on IRC. */ -#define TURRET_PRIORITY_TARGET 2 -#define TURRET_SECONDARY_TARGET 1 -#define TURRET_NOT_TARGET 0 - /obj/machinery/porta_turret name = "turret" icon = 'icons/obj/turrets.dmi' @@ -22,7 +18,6 @@ req_one_access = list(access_security, access_heads) power_channel = EQUIP //drains power from the EQUIPMENT channel - var/lasercolor = "" //Something to do with lasertag turrets, blame Sieve for not adding a comment. var/raised = 0 //if the turret cover is "open" and the turret is raised var/raising= 0 //if the turret is currently opening or closing its cover var/health = 80 //the turret's health @@ -51,6 +46,7 @@ var/attacked = 0 //if set to 1, the turret gets pissed off and shoots at people nearby (unless they have sec access!) var/on = 1 //determines if the turret is on + var/lethal = 0 //whether in lethal or stun mode var/disabled = 0 var/shot_sound //what sound should play when the turret fires @@ -60,7 +56,7 @@ /obj/machinery/porta_turret/New() ..() - icon_state = "[lasercolor]grey_target_prism" + icon_state = "grey_target_prism" //Sets up a spark system spark_system = new /datum/effect/effect/system/spark_spread spark_system.set_up(5, 0, src) @@ -71,7 +67,6 @@ setup() /obj/machinery/porta_turret/proc/setup() - var/obj/item/weapon/gun/energy/E = new installation //All energy-based weapons are applicable //var/obj/item/ammo_casing/shottype = E.projectile_type @@ -80,66 +75,66 @@ shot_sound = E.fire_sound eshot_sound = shot_sound - switch(E.type) - if(/obj/item/weapon/gun/energy/laser/bluetag) - eprojectile = /obj/item/weapon/gun/energy/laser/bluetag - lasercolor = "b" - req_access = list(access_maint_tunnels, access_theatre) - check_records = 0 - auth_weapons = 1 - stun_all = 0 - check_anomalies = 0 - shot_delay = 30 + weapon_setup(E) - if(/obj/item/weapon/gun/energy/laser/redtag) - eprojectile = /obj/item/weapon/gun/energy/laser/redtag - lasercolor = "r" - req_access = list(access_maint_tunnels, access_theatre) - check_records = 0 - auth_weapons = 1 - stun_all = 0 - check_anomalies = 0 - shot_delay = 30 - iconholder = 1 - - if(/obj/item/weapon/gun/energy/laser/practice) - iconholder = 1 - eprojectile = /obj/item/projectile/beam +/obj/machinery/porta_turret/proc/weapon_setup(var/obj/item/weapon/gun/energy/E) + if(/obj/item/weapon/gun/energy/laser/practice) + iconholder = 1 + eprojectile = /obj/item/projectile/beam // if(/obj/item/weapon/gun/energy/laser/practice/sc_laser) // iconholder = 1 // eprojectile = /obj/item/projectile/beam - if(/obj/item/weapon/gun/energy/laser/retro) - iconholder = 1 + if(/obj/item/weapon/gun/energy/laser/retro) + iconholder = 1 // if(/obj/item/weapon/gun/energy/laser/retro/sc_retro) // iconholder = 1 - if(/obj/item/weapon/gun/energy/laser/captain) - iconholder = 1 + if(/obj/item/weapon/gun/energy/laser/captain) + iconholder = 1 - if(/obj/item/weapon/gun/energy/lasercannon) - iconholder = 1 + if(/obj/item/weapon/gun/energy/lasercannon) + iconholder = 1 - if(/obj/item/weapon/gun/energy/taser) - eprojectile = /obj/item/projectile/beam - eshot_sound = 'sound/weapons/Laser.ogg' + if(/obj/item/weapon/gun/energy/taser) + eprojectile = /obj/item/projectile/beam + eshot_sound = 'sound/weapons/Laser.ogg' - if(/obj/item/weapon/gun/energy/stunrevolver) - eprojectile = /obj/item/projectile/beam - eshot_sound = 'sound/weapons/Laser.ogg' + if(/obj/item/weapon/gun/energy/stunrevolver) + eprojectile = /obj/item/projectile/beam + eshot_sound = 'sound/weapons/Laser.ogg' - if(/obj/item/weapon/gun/energy/gun) - eprojectile = /obj/item/projectile/beam //If it has, going to kill mode - eshot_sound = 'sound/weapons/Laser.ogg' - egun = 1 + if(/obj/item/weapon/gun/energy/gun) + eprojectile = /obj/item/projectile/beam //If it has, going to kill mode + eshot_sound = 'sound/weapons/Laser.ogg' + egun = 1 - if(/obj/item/weapon/gun/energy/gun/nuclear) - eprojectile = /obj/item/projectile/beam //If it has, going to kill mode - eshot_sound = 'sound/weapons/Laser.ogg' - egun = 1 + if(/obj/item/weapon/gun/energy/gun/nuclear) + eprojectile = /obj/item/projectile/beam //If it has, going to kill mode + eshot_sound = 'sound/weapons/Laser.ogg' + egun = 1 +/obj/machinery/porta_turret/update_icon() + if(!anchored) + icon_state = "turretCover" + return + if(stat & BROKEN) + icon_state = "destroyed_target_prism" + else + if(powered()) + if(on) + if(iconholder) + //lasers have a orange icon + icon_state = "orange_target_prism" + else + //almost everything has a blue icon + icon_state = "target_prism" + else + icon_state = "grey_target_prism" + else + icon_state = "grey_target_prism" /obj/machinery/porta_turret/Del() //deletes its own cover with it @@ -158,43 +153,29 @@ . = ..() if(.) return - var/dat + interact(user) - //The browse() text, similar to ED-209s and beepskies. - if(!lasercolor) //Lasertag turrets have less options - dat += text({" - Automatic Portable Turret Installation

- Status: []
- Behaviour controls are [locked ? "locked" : "unlocked"]"}, +/obj/machinery/porta_turret/interact(mob/user) + var/dat = text({" + Automatic Portable Turret Installation

+ Status: []
+ Behaviour controls are [locked ? "locked" : "unlocked"]"}, - "[on ? "On" : "Off"]" ) + "[on ? "On" : "Off"]" ) - if(!locked || issilicon(user)) - dat += text({"

- Neutralize All Non-Synthetics: []
- Check for Weapon Authorization: []
- Check Security Records: []
- Neutralize All Non-Authorized Personnel: []
- Neutralize All Unidentified Life Signs: []
"}, - - "[ai ? "Yes" : "No"]", - "[auth_weapons ? "Yes" : "No"]", - "[check_records ? "Yes" : "No"]", - "[stun_all ? "Yes" : "No"]", - "[check_anomalies ? "Yes" : "No"]" ) - else - if(istype(user,/mob/living/carbon/human)) - var/mob/living/carbon/human/H = user - if(lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag)) - return - if(lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag)) - return - dat += text({" - Automatic Portable Turret Installation

- Status: []
"}, - - "[on ? "On" : "Off"]" ) + if(!locked || issilicon(user)) + dat += text({"

+ Neutralize All Non-Synthetics: []
+ Check for Weapon Authorization: []
+ Check Security Records: []
+ Neutralize All Non-Authorized Personnel: []
+ Neutralize All Unidentified Life Signs: []
"}, + "[ai ? "Yes" : "No"]", + "[auth_weapons ? "Yes" : "No"]", + "[check_records ? "Yes" : "No"]", + "[stun_all ? "Yes" : "No"]", + "[check_anomalies ? "Yes" : "No"]" ) user << browse("Automatic Portable Turret Installation[dat]", "window=autosec") onclose(user, "autosec") @@ -227,29 +208,13 @@ /obj/machinery/porta_turret/power_change() - - if(!anchored) - icon_state = "turretCover" - return - if(stat & BROKEN) - icon_state = "[lasercolor]destroyed_target_prism" + if(powered()) + stat &= ~NOPOWER + update_icon() else - if(powered()) - if(on) - if(iconholder) - //lasers have a orange icon - icon_state = "[lasercolor]orange_target_prism" - else - //almost everything has a blue icon - icon_state = "[lasercolor]target_prism" - else - icon_state = "[lasercolor]grey_target_prism" - stat &= ~NOPOWER - else - spawn(rand(0, 15)) - icon_state = "[lasercolor]grey_target_prism" - stat |= NOPOWER - + spawn(rand(0, 15)) + stat |= NOPOWER + update_icon() /obj/machinery/porta_turret/attackby(obj/item/I, mob/user) @@ -258,21 +223,20 @@ //If the turret is destroyed, you can remove it with a crowbar to //try and salvage its components user << "You begin prying the metal coverings off." - sleep(20) - if(prob(70)) - user << "You remove the turret and salvage some components." - if(installation) - var/obj/item/weapon/gun/energy/Gun = new installation(loc) - Gun.power_supply.charge = gun_charge - Gun.update_icon() - lasercolor = null - if(prob(50)) - new /obj/item/stack/sheet/metal(loc, rand(1,4)) - if(prob(50)) - new /obj/item/device/assembly/prox_sensor(loc) - else - user << "You remove the turret but did not manage to salvage anything." - del(src) // qdel + if(do_after(user, 20)) + if(prob(70)) + user << "You remove the turret and salvage some components." + if(installation) + var/obj/item/weapon/gun/energy/Gun = new installation(loc) + Gun.power_supply.charge = gun_charge + Gun.update_icon() + if(prob(50)) + new /obj/item/stack/sheet/metal(loc, rand(1,4)) + if(prob(50)) + new /obj/item/device/assembly/prox_sensor(loc) + else + user << "You remove the turret but did not manage to salvage anything." + del(src) // qdel if(istype(I, /obj/item/weapon/card/emag) && !emagged) //Emagging the turret makes it go bonkers and stun everyone. It also makes @@ -292,15 +256,15 @@ if(!anchored && !isinspace()) anchored = 1 invisibility = INVISIBILITY_LEVEL_TWO - icon_state = "[lasercolor]grey_target_prism" + update_icon() user << "You secure the exterior bolts on the turret." cover = new /obj/machinery/porta_turret_cover(loc) //create a new turret. While this is handled in process(), this is to workaround a bug where the turret becomes invisible for a split second cover.Parent_Turret = src //make the cover's parent src else if(anchored) anchored = 0 user << "You unsecure the exterior bolts on the turret." - icon_state = "turretCover" invisibility = 0 + update_icon() del(cover) //deletes the cover, and the turret instance itself becomes its own cover. - qdel else if(istype(I, /obj/item/weapon/card/id)||istype(I, /obj/item/device/pda)) @@ -345,20 +309,6 @@ if(health <= 0) die() //the death process :( - if(lasercolor == "b" && disabled == 0) - if(istype(Proj, /obj/item/weapon/gun/energy/laser/redtag)) - disabled = 1 - del(Proj) // qdel - sleep(100) - disabled = 0 - if(lasercolor == "r" && disabled == 0) - if(istype(Proj, /obj/item/weapon/gun/energy/laser/bluetag)) - disabled = 1 - del(Proj) // qdel - sleep(100) - disabled = 0 - - /obj/machinery/porta_turret/emp_act(severity) if(on) //if the turret is on, the EMP no matter how severe disables the turret for a while @@ -386,10 +336,10 @@ health = 0 density = 0 stat |= BROKEN //enables the BROKEN bit - icon_state = "[lasercolor]destroyed_target_prism" invisibility = 0 spark_system.start() //creates some sparks because they look cool density = 1 + update_icon() del(cover) //deletes the cover - no need on keeping it there! - del @@ -445,8 +395,9 @@ if(!L) return TURRET_NOT_TARGET - if(emagged && !isAI(L)) //if emagged, target everything (except the AI, otherwise lethal-set turrets attempt to fire at it in the core) - return TURRET_PRIORITY_TARGET + // If emagged not even the dead get a rest + if(emagged) + return L.stat ? TURRET_SECONDARY_TARGET : TURRET_PRIORITY_TARGET if(issilicon(L)) // Don't target silica return TURRET_NOT_TARGET @@ -460,26 +411,20 @@ if(ai) //If it's set to attack all non-silicons, target them! if(L.lying) - if(lasercolor) - return TURRET_NOT_TARGET - else - return TURRET_SECONDARY_TARGET - else - return TURRET_PRIORITY_TARGET + return TURRET_SECONDARY_TARGET + return TURRET_PRIORITY_TARGET if(iscuffed(L)) // If the target is handcuffed, leave it alone return TURRET_NOT_TARGET - if(isanimal(L)) // Animals are not so dangerous + if(isanimal(L) || ismonkey(L)) // Animals are not so dangerous return check_anomalies ? TURRET_SECONDARY_TARGET : TURRET_NOT_TARGET if(isxenomorph(L) || isalien(L)) // Xenos are dangerous return check_anomalies ? TURRET_PRIORITY_TARGET : TURRET_NOT_TARGET if(ishuman(L)) //if the target is a human, analyze threat level - if(assess_perp(L, auth_weapons, check_records, lasercolor) < 4) + if(assess_perp(L, auth_weapons, check_records) < 4) return TURRET_NOT_TARGET //if threat level < 4, keep going - else if(ismonkey(L)) - return TURRET_NOT_TARGET //Don't target monkeys or borgs/AIs if(L.lying) //if the perp is lying down, it's still a target but a less-important target return TURRET_SECONDARY_TARGET @@ -509,6 +454,7 @@ cover.icon_state = "openTurretCover" raised = 1 layer = 4 + update_icon() /obj/machinery/porta_turret/proc/popDown() //pops the turret down if(disabled) @@ -525,7 +471,7 @@ cover.icon_state = "turretCover" raised = 0 invisibility = 2 - icon_state = "[lasercolor]grey_target_prism" + update_icon() /obj/machinery/porta_turret/on_assess_perp(mob/living/carbon/human/perp) @@ -549,7 +495,8 @@ return /obj/machinery/porta_turret/proc/shootAt(var/mob/living/target) - if(!emagged) //if it hasn't been emagged, it has to obey a cooldown rate + //any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power! + if(!(emagged || lethal)) //if it hasn't been emagged, it has to obey a cooldown rate if(last_fired || !raised) //prevents rapid-fire shooting, unless it's been emagged return last_fired = 1 @@ -565,20 +512,17 @@ if(!raised) //the turret has to be raised in order to fire - makes sense, right? return - //any emagged turrets will shoot extremely fast! This not only is deadly, but drains a lot power! - if(iconholder) - icon_state = "[lasercolor]orange_target_prism" - else - icon_state = "[lasercolor]target_prism" + + update_icon() var/obj/item/projectile/A - if(emagged) + if(emagged || lethal) A = new eprojectile(loc) playsound(loc, eshot_sound, 75, 1) else A = new projectile(loc) playsound(loc, shot_sound, 75, 1) A.original = target - if(!emagged) + if(!(emagged || lethal)) use_power(reqpower) else use_power(reqpower * 2) @@ -589,12 +533,12 @@ spawn(1) A.process() -/obj/machinery/porta_turret/proc/setState(var/on, var/emagged) +/obj/machinery/porta_turret/proc/setState(var/on, var/lethal) if(controllock) return src.on = on - src.emagged = emagged - src.iconholder = emagged + src.lethal = lethal + src.iconholder = lethal src.power_change() /* @@ -607,6 +551,7 @@ icon = 'icons/obj/turrets.dmi' icon_state = "turret_frame" density=1 + var/target_type = /obj/machinery/porta_turret // The type we intend to build var/build_step = 0 //the current step in the building process var/finish_name="turret" //the name applied to the product turret var/installation = null //the gun type installed @@ -686,6 +631,12 @@ installation = I.type //installation becomes I.type gun_charge = E.power_supply.charge //the gun's charge is stored in gun_charge user << "You add [I] to the turret." + + if(istype(installation, /obj/item/weapon/gun/energy/laser/bluetag) || istype(installation, /obj/item/weapon/gun/energy/laser/redtag)) + target_type = /obj/machinery/porta_turret/tag + else + target_type = /obj/machinery/porta_turret + build_step = 4 del(I) //delete the gun :( qdel return @@ -748,7 +699,7 @@ user << "You weld the turret's armor down." //The final step: create a full turret - var/obj/machinery/porta_turret/Turret = new/obj/machinery/porta_turret(loc) + var/obj/machinery/porta_turret/Turret = new target_type(loc) Turret.name = finish_name Turret.installation = installation Turret.gun_charge = gun_charge @@ -831,7 +782,7 @@ if(.) return var/dat - if(!Parent_Turret.lasercolor) + if(!istype(Parent_Turret, /obj/machinery/porta_turret/tag)) dat += text({" Automatic Portable Turret Installation

Status: []
@@ -855,9 +806,10 @@ else if(istype(user,/mob/living/carbon/human)) var/mob/living/carbon/human/H = user - if(Parent_Turret.lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag)) + var/obj/machinery/porta_turret/tag/laser_turret = Parent_Turret + if(laser_turret.lasercolor == "b" && istype(H.wear_suit, /obj/item/clothing/suit/redtag)) return - if(Parent_Turret.lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag)) + if(laser_turret.lasercolor == "r" && istype(H.wear_suit, /obj/item/clothing/suit/bluetag)) return dat += text({" Automatic Portable Turret Installation

@@ -949,7 +901,7 @@ /obj/machinery/porta_turret/stationary - emagged = 1 + lethal = 1 New() installation = /obj/item/weapon/gun/energy/laser diff --git a/code/game/machinery/turret_control.dm b/code/game/machinery/turret_control.dm index f203186eb98..ab023eb87ef 100644 --- a/code/game/machinery/turret_control.dm +++ b/code/game/machinery/turret_control.dm @@ -41,6 +41,18 @@ //don't have to check if control_area is path, since get_area_all_atoms can take path. return +/obj/machinery/turretid/proc/can_use(mob/user) + if (get_dist(src, user) > 0 && !issilicon(user)) + user << "You are too far away." + user.unset_machine() + user << browse(null, "window=turretid") + return 0 + + if(ailock && issilicon(user)) + user << "There seems to be a firewall preventing you from accessing this device." + return 0 + return 1 + /obj/machinery/turretid/attackby(obj/item/weapon/W, mob/user) if(stat & BROKEN) return if (istype(user, /mob/living/silicon)) @@ -73,17 +85,8 @@ else user << "Access denied." -/obj/machinery/turretid/attack_ai(mob/user as mob) - if(!ailock) - return attack_hand(user) - else - user << "There seems to be a firewall preventing you from accessing this device." - /obj/machinery/turretid/attack_hand(mob/user as mob) - if (get_dist(src, user) > 0 && !issilicon(user)) - user << "You are too far away." - user.unset_machine() - user << browse(null, "window=turretid") + if(!can_use(user)) return user.set_machine(src) @@ -106,7 +109,7 @@ //user << browse(t, "window=turretid") //onclose(user, "turretid") - var/datum/browser/popup = new(user, "turretid", "Turret Control Panel ([area.name])") + var/datum/browser/popup = new(user, "turretid", "Turret Control Panel ([area.name])", 500, 200) popup.set_content(t) popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state)) popup.open() @@ -115,14 +118,9 @@ if(..()) return 1 - if(ailock) - usr << "There seems to be a firewall preventing you from accessing this device." + if(!can_use(usr)) return 1 - if (src.locked) - if (!istype(usr, /mob/living/silicon)) - usr << "Control panel is locked!" - return 1 if (href_list["toggleOn"]) src.enabled = !src.enabled src.updateTurrets() @@ -131,7 +129,7 @@ src.updateTurrets() if(!nowindow) - updateDialog() + attack_hand(usr) /obj/machinery/turretid/updateDialog() if (stat & (BROKEN|MAINT))